- Time to play your turn is 24h. The Admin may grant a 24h extension if needed.- If you are late with no notification you will be subbed or skipped by the admin. Do not expect the admin to spend a lot of time on your turn. Once you have been subbed/skipped it is final. Do not ask to replay if you do not like the results.- If you need to be subbed/skipped too often you will be replaced.- No exploits/bugs allowed. F.e. movement bug, naval attack spam, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, armies on ships to go through enemy zone of control (brown tiles where armies should stop), spies spreading plague.. ect

Military Rules:

- No one turn peace, but you are not allowed to attack someone who has not played their turn yet.- No Jihad or Crusades aloowed.- Manual battles are allowed. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit (ballista/catapult) must be visible if used to directly assault settlement. - Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list.Armies standing in fortifications (fort/settlement) when defeated are excluded from this rule.- Not allowed to sally out if the result is a defeat.- You are not allowed to post a losing Naval Battle.- Not allowed to post a losing battle.- Heroic victories are not allowed in Naval battles.- Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port. - Ports can also be blockaded by ground forces - At least two units are required for each ship in port in order to hold the blockade.- You are not allowed to construct watch towers. This is to prevent blocking the possible construction of forts.-Troops spawned by events get's one turn invincibility, unless stated otherwise.- Siege equipment can only attack forts/settlements once a turn.- Ballista can attack any wall.- Not allowed to siege a settlement/fort to deny the garrison from assisting in battle.

Agent Rules:

- Spies need 40% to open gates (screenshots required)- Spies have to re-enter settlements the same turn the settlement is captured.- Assassins cannot sabotage and are not allowed to kill Family members, 45% to kill Generals and need 30% to kill other agents.(screenshots required)- Princesses are not allowed to steal Family Members. They may marry other players Family Members only through diplomatic means. - Merchants are allowed to eliminate other merchants only in your own regions or regions you have acquired Trade rights to. Screenshots required- Bribed armies/agents are allowed to move the same turn they were bribed.

Settlement Rules:

- You may only destroy Temples, Guilds, Military Buildings and buildings that produce Spies or Assassins.-In order to Destroy any buildings you must have held control of the settlement for at least 3 turns. - You are allowed to destroy Temples immediately. - You are not allowed to destroy building when a superior enemy army is in range.- You are not allowed to destroy ports if they are blockaded.- When receiving a region through diplomacy all units except 1 must be disbanded.- Not allowed to exterminate settlements

Last edited by CommodusIV on Sat Jan 27, 2018 9:48 pm; edited 5 times in total (Reason for editing : polished/fixed links)

Am I wrong or are the rules the exact same as in T5K? Since I play in that one I wouldn't mind shaking things up a bit (manual battles? Pretty please? Or changes to spies/artillery), but that's only my personal preference.

Because my points will fade in discord as we are talking about a lot of things, here's two things I suggest.

1: Use saleska's modified version of balanced british isles as I removed all the bugs and fixed the scripts so norway doesn't have to wait for it's king. I can further modify it if needed to be eligable for manual.2: Let's cut the MP to half or 2/3. It will make for a slower game sure, but everybody will hate this HS if they have to defeat and take 6-7 targets every turn, because the mp for a manual HS is ridiculously high. It is far more easy in manual to advance anyway, and it will be fun to defend, not just a "let's scout for 2 ours and try to defeat everything with 1-2 units"-